/Engine/Source/Runtime/Engine/Classes/Components/SkinnedMeshComponent.h
Override the Physics Asset of the mesh. It uses SkeletalMesh.PhysicsAsset, but if you'd like to override use this function
virtual void SetPhysicsAsset ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * NewPhysicsAsset, bool bForceReInit )